
Though the development studio couldn't survive very long after Super Monkey Ball Jr.'s release, Realism went out with a bang with one of the finest console-to-handheld ports on the GBA. managed to really show off what the system could do, and it's rare to see a third-party developer pour so much effort into so many game modes on the portable system.

The GBA version might not stand the test of time when compared to the rising power of other handhelds, but when it was released Super Monkey Ball Jr. The series began in the arcades and on the GameCube as a Marble Madness-inspired action game with tons of unlockable features and modes, and for the Game Boy Advance version the UK development studio Realism managed to squeak out every ounce of potential in the GBA's hardware to offer that same fun and frantic experience. GBA Monster Names, Esper Names, Ability Names, Item Data, Spell Names, etc.Though THQ gave the Game Boy Advance rendition the moniker "junior," there was nothing small about this portable product. Chain of Command - Gear Based (Leet Sketcher) Miscolored Command Names - Gear Based (assassin17)

Jump/Launcher and Jump/Super Ball fix (assassin17) Invisible Chests on Phantom Train fix (Shaded Magus)

Running Popsicle / Lead-footed Esper fix (assassin17) Reflect barrier shown on bodyguards fix (assassin17) Some MP changes don't update menus fix (assassin17) Step Mine (Traveler) missing digit fix (assassin17) Allo Ver (Death Warden) fix (using FFUSME) Suplex wrongfully splits damage fix (assassin17) For What Ails Ya! (Imzogelmo, Lenophis, Novalia Spirit) Border Crossing (Imzogelmo, Lenophis, Novalia Spirit) Kefka Final Battle Tiers Graphics (Dr Meat) B Button Dash (Version B patch) (Master Zed) Original Final Fantasy VI Title Screen (Yazoo)

The goal for this project was to combine the detail and “accuracy” of the Final Fantasy VI Advance text with the visual and auditory quality of the SNES release, all without the most obvious real-world references.
